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Old Aug 03, 2011, 02:25 AM // 02:25   #1
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Default another solution to pvp elitism in a not league/matchmaking way

this problem of pvp elitism is ALWAYS an arguement for pve to blame pvp is too much of elite for them to play

1) they can't join without rank / rank group do not pick the one without rank
2) always lose with random group
3) do not understand maps
4) etc etc.....and goes in circle.. that makes pve loath PVP in many ways

there are many suggestions that have been made, such as
1) giving higher reward in pvp
2) matching making/ league systems
3) teach groups etc...

but what I feel all these will not make pver plays pvp much more...because they simply are just not competitive enough in pvp due to the fact the current pve play is not encouraged in a way to train a pver into a pvper, the transitioning from pve to pvp is too large, this can illustrated by

1) the heroes
2) pve skills/consumables
3) little maps in pve have the layout the maps of pvp
4) the objective in pve is not the same in pvp
5) the HOM grind system
6) the AI mob pulling
7) etc..

these are all the examples that something you cannot find in pvp but all in pve.

so what I feel is trying to put rewards/mm/league in pvp is not going to be any better.. I find that training the pver in the pve area into more competitive in pvp is a better solution to all these elitism argument
such as

1) puting rewards in pve if they do not use heroes, pve skill, and consumables altogether this can train them into party forming in pvp, so as to use pvp skills, and without the use of consumable in the pve area, to make them feel the way in pvp is actually more related to pve if they play it in the pvp way

2) putting more rewards on pve maps that are similar to pvp....such as the desert map in prophecies, give the pver extra higher rewards if they play it without the use heroes/pve/consumable

3) HOM system, is a way to gw2, but many has already suggested to put more pvp achievement into it.. but does not encourage pver to become more pvp.. because they are just not competitive to play in pvp yet, on the other hand.. encourage pvp playing style in pve area, making another statue or title of pvp play in pve area for them may encourage them to be more competitive..

4) the AI mob factor allowing pver to pull them is a spoiler to pver to become more competitive in pvp, the positioning of tanking with warrior, or other kind of tanks, will NEVER happen in pvp... this hardly helps pve to become more competitive in pvp.. and breaks what pve should be learning in pvp.....therefore I suggest anet to train the AI to not able to be tanked like that, making monster stronger is not enough as already demonstrated in HM patch, perhaps making the mob unable to be body blocked may help.

5) and all these suggestion can be made like by putting an option like HM, that when you use press that pvp in pve button, you are not allowed to use heroes,consumables, pve skill, but gets double, rewards, maybe triple rewards for the leader of the group or something you don't get in the normal pve playing way if necessary..

these all suggestion perhaps may able to train pver to learn more about pvp in their pve maps, and make the transition to pvp not as difficult...so as to pick up their competitiveness faster....but doesn't affect the current heroes/usage/normal playing in the pve...

Last edited by lursey; Aug 03, 2011 at 02:41 AM // 02:41..
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Old Aug 03, 2011, 03:39 AM // 03:39   #2
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1. This wouldn't solve elitism. There will never be an update to GW that can solve elitism, as everybody (everybody) is an elitist. It doesn't matter how easy or difficult it is to switch from PvE to PvP; when you're experienced enough to start on GvG or HA, people will still want to see your rank. Similarly, when you're experienced enough in PvE and know enough, you can't start UWsc because people will wan't to see how many stones you have. Elitism is, more or less, a "trait" all humans have.

2. What rewards are you thinking of for PvE. After all, before the introduction of NF, there were no heroes or PvE-only skills, and many consumables hadn't come into play yet. People still beat the game. People still beat high end areas, and nobody needed extra enticement to do such.

3. A "PvP in PvE button" shouldn't come into play. HM should be made harder, or in some cases, it should actually come to the point of being hard, through updating the A.I.

4. If somebody wants to start PvP, the best thing to do is start small, in AB or JQ or FA, and then move on into RA, then into higher end material. Replicating PvP in PvE is something the Live team will never do, as they are working on other things.

Again, elitism can't be solved through an update.

Last edited by The Superb Killer; Aug 03, 2011 at 03:44 AM // 03:44..
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Old Aug 03, 2011, 04:08 AM // 04:08   #3
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The problem with PvP is both 1) titles, and 2) randomness

What needs to be done is make GvG have epicness rewards and make people WANT those rewards, even those currently in PvE.

1) Titles are flawed, anyone can earn a title, even if they are bad, and PvP shouldn't be based on flawed titles or titles that take forever to grind. Titles need to become 10x more common, they shouldn't take 2 years to grind one PvP title. Titles need to take a hike.

2) Randomness, there is where you need to build GUILDS so people play with GUILDIES AND FRIENDS, not randomness so when they lose or something goes wrong they start being elite and throwing out blames etc. If you fix guilds, make lots of people want to GvG, you will fix other formats of PvP to be played with friends like Codex, HA.

Now... RA is so simple and quick to get into, this is where everyone goes and has the most problems because it's random and not friend based... it should be like team areans, another built in format. If you want to play quick games, go play FA, JQ, or AB.

But yeah, if you fix guilds and have everyone joining guilds to PvP and even getting all the PvE guilds who do their own PvP on the side, this will introduce PvP to new players and get people PvPing with friends or guildies where you don't have to listen to all this elitism BS. It's all about the foundation of the game.

I see the game as dying, dead, but even with the amount of players there is... it can be picked up by giving people a reason too.
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Old Aug 03, 2011, 04:22 AM // 04:22   #4
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A "simple" fix would be to add ELO. Each account has an ELO, and from this ELO, one would be allocated into a certain "tier."

Groups would then take the average "tier" of the team (or something) and would only be matched against others of the same tier (and/or if they were ranked pretty high in their tier, they may face lower-ranked players in a higher tier.)

Not only does this make /rank meaningless (as it is more a representation of how much one plays, not necessarily how well one plays,), but it also allows for "newer players" to get in and play as it allocates them against players of a similar "skill range."

It would probably take longer to get matches going (especially with the number of active players in HA,) and would require a few different "tiers" of the HoH.
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Old Aug 03, 2011, 04:36 AM // 04:36   #5
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Quote:
Originally Posted by Reikai View Post
A "simple" fix would be to add ELO. Each account has an ELO, and from this ELO, one would be allocated into a certain "tier."

Groups would then take the average "tier" of the team (or something) and would only be matched against others of the same tier (and/or if they were ranked pretty high in their tier, they may face lower-ranked players in a higher tier.)

Not only does this make /rank meaningless (as it is more a representation of how much one plays, not necessarily how well one plays,), but it also allows for "newer players" to get in and play as it allocates them against players of a similar "skill range."

It would probably take longer to get matches going (especially with the number of active players in HA,) and would require a few different "tiers" of the HoH.
Problem is, there are only two tiers. Inexperienced and experienced. No middle ground, therefore, transition into the higher tier is incredibly difficult.
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Old Aug 03, 2011, 04:51 AM // 04:51   #6
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The only way to "fix" organized team formats is to make the game easier to play.
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Old Aug 03, 2011, 05:43 AM // 05:43   #7
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these all are very true if you ask me again the transition from pve to pvp

pve--> fa--->jq--->ra--->ab--->ca--->hoh--->gvg--->pvp

the pvp population is too wide spread

fa till ab have enough players but they are the lower form of competitiveness of pvp

ca is the middle and

hoh-->gvg is the highest of pvp

the population in ca till hoh, which is the middle form of pvp are little ....and there are a few top groups in gvg.. that are competitive.....

I don't know whether dumbing down making the game easier is a good choice, because as a higher form, you need that dynamics to make the game competitive and interesting, to be distinctive in the market......and whether a game is easy or not is very subjective.....

I would rather try to shorten the time for new players to be competitive by using what is in the existing and encouraging them to prepare in a higher form of pvp.. than dumbing down the existing format...

sometimes if the pvp lost such dynamics, it goes stale really fast..and player will demand for a deeper pvp experience, like from c spacing to a point where you can capture points.

I think giving more different types of pvp titles, can be a solution to reduce such ambivalence of a single type of pvp rank elitism.....like giving rank in fa/jq/ab/skillz/pvp in pve..etc...... it can help elite to see, and let "non-elite" to show that they have a bit of pvp experience, than jumping directly from pve.

in a way turning this into a pseudo-elo system...using different form of pvp from low to high to classify their ability..

Last edited by lursey; Aug 03, 2011 at 06:32 AM // 06:32..
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Old Aug 03, 2011, 06:44 AM // 06:44   #8
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I don't think any of you would like my fix to the PvP problem. Simply make PvP go away, and hopefully it will take most consumables and heros with it.

Let the flaming begin.
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Old Aug 03, 2011, 06:47 AM // 06:47   #9
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I don't think any of you would like my fix to the PvP problem. Simply make PvP go away, and hopefully it will take most consumables and heros with it.

Let the flaming begin.
but gw has a good pvp system, that other game doesn't really have this layout of different format from low to high all in one game...

when you are playing pve.. you are also playing pvp... but just as a very very small scale in comparison to gvg, because you are learning how to use 8 skills.

so I don't understand if you are saying make pvp go away.. does it mean not playing gw at all??
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Old Aug 03, 2011, 07:01 AM // 07:01   #10
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Quote:
Originally Posted by lursey View Post
when you are playing pve.. you are also playing pvp... but just as a very very small scale in comparison to gvg, because you are learning how to use 8 skills.
That's here you make the mistake... Learning how to use 8 skills in PvE is diferent than in PvP because you more likely wanna mash all in order to deal the most damage, whereas in organized PvP, you will prefer to find the synergy in the team...

( Well ok, today it's also about buttonmashing in PvP but w/e.....)

I wouldn't say overall that it's skills OPness and stuff fault, but more likely the way PvP was designed, which lead to terrible because of no updates...

1- There are too many formats for a dead game, but the problem is that you can't know how many players are in one format... I'm pretty sure people would all go to the same place if they knew....

2- Most active formats are only about killing whereas competitive formats( GvG.. i could also include HB) are about splitting/capping and killing.... where do you learn those skills today when you waste your time in RA spamming invoke or using 123 on sin/dervish?

3- Codex could have put everyone on the same level the way it was designed. However, 0 update means 0 players.

4- Not enough competitiveness easy to access.... HB was too easy to enter and GvG is too hard.... linked to point 3, CA tournaments would have been cool...

5- the biggest problem in my opinion : the reward... Basically, it has turned into :
- the reward is crap i won't do this format
- the reward is good, let's go farm dead hours and abuse poor players
And i can't think of anyway to reverse it to be honest....

6- PvP anyway doesn't get enough care and won't be fixed in my opinion, if it doesn't concern GvG( check forums, number of views for serious threads and number of views for anything related to PvE-- don't take this as offense since it's not my intention)


The only way to make a better access would be, at the point of the game, to make a permanent Costume Brawl Arena so that people learn how to play a given bar( which isn't too OP), learn splitting and tactics,...

Last edited by Missing HB; Aug 03, 2011 at 07:04 AM // 07:04..
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Old Aug 03, 2011, 07:16 AM // 07:16   #11
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Quote:
Originally Posted by Missing HB View Post
That's here you make the mistake... Learning how to use 8 skills in PvE is diferent than in PvP because you more likely wanna mash all in order to deal the most damage, whereas in organized PvP, you will prefer to find the synergy in the team...

( Well ok, today it's also about buttonmashing in PvP but w/e.....)
You sound like buttonmashing in PvP is something that has not existed for five years.
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Old Aug 03, 2011, 07:27 AM // 07:27   #12
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The biggest problem in my opinion is that PvP and PvE doesn't need eachother and both formats are actually two different games.

The only solution would be to change both PvP and PvE in such a way that both have to work together.
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Old Aug 03, 2011, 08:16 AM // 08:16   #13
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Or you could give new PvE characters a +20 armor bonus, which is reduced by 1 for every win. Like a handicap.
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Old Aug 03, 2011, 08:48 AM // 08:48   #14
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Button mashing in pve ?
Omg is everyone running something like sabway/discordway ?
Pve gives us the chance to use what builds we want , join or not join teams , use heros instead of players but in pvp you dont always get given a choice of builds as teams want a set build and profession in - tho exceptions are speedclears and often elite areas but usually its for a reason ( like not taking a 55 monk in the team ).
Heck ive even been in guild teams that are so unbalenced ( in the way of no team synergy and just any professions thrown in for fun ) any normal players would lol at the team.
The actual problem is a simple thing - alot of veterans and good players dont want to teach players and thus making the split even wider.On one hand they want gd players etc and other hand they dont want to teach which eventually means the amount of good players dwindle and those wanting to learn cannot.
I was always told - if you want to achieve something then get off your rear end and do it even if it means spending time teaching players who may in time actually be an asset to use in different things be it pve elite dungeons/zones to doing ab/ra/gvg.
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Old Aug 03, 2011, 09:04 AM // 09:04   #15
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Originally Posted by akelarumi View Post
The biggest problem in my opinion is that PvP and PvE doesn't need eachother and both formats are actually two different games.

The only solution would be to change both PvP and PvE in such a way that both have to work together.
this is what happens when you make pvp optional.

wtb: world pvp and ganking.
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Old Aug 03, 2011, 09:05 AM // 09:05   #16
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The actual problem is a simple thing - alot of veterans and good players dont want to teach players and thus making the split even wider.On one hand they want gd players etc and other hand they dont want to teach which eventually means the amount of good players dwindle and those wanting to learn cannot.
Then how did the good players get good? Obviously there is another way.
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Old Aug 03, 2011, 09:18 AM // 09:18   #17
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Default Missing the point

You guys are talking about PvP and the difficulty to play with other random people, that is the biggest problem to short and compeitive games like areans, HA, etc.

When you look at longer games that are random (FA and JQ) where you get on random teams with many people it's not really an issue.

The smaller and more compeitive places is where people are fusterated and angry at the pvp system.

The best way to fix it is by fixing it's how it works and that would be WHO you play with and how to get started. By making something extremely popular like GvG and give amazing rewards or cool armor sets (earned only from let's say how far up the ladder you are - to avoid people joining guilds to get the armor(like the gold capes) all you need to do is implement a system where your character would have to contribute so much or something along the lines, it would have to be reformatted obviously) or something else would get PvE players to want to get into PvP too. By making PvP just as popular as PvE you get everyone in GUILDS (who have friends etc.) that would PvP on a regular basis when asked. Then you don't need to deal with all this randomness crap that's irritating everyone like lack of players, title ranks, random groups, playing with bad players etc.

It's all about the structure. World of Warcraft has a good example of this. You have "Battlegrounds" which you can do random or with friends which is similar to FA and JQ. The only differance is "pre-made" groups get queued up with other pre-made groups, assuming PvP was that popular they could split the two groups. Then you have the guild mates who do Arena's together. It all forms around guilds or being a newbie in a guild and making friends.

If you want lots more players, and less irritating system. You need to give people a GREAT reward system and structure things around Guilds, not solo play or playing with randoms. The game is so dead it needs some motivation by ANET.

Last edited by Vezoth; Aug 03, 2011 at 09:21 AM // 09:21..
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Old Aug 03, 2011, 12:27 PM // 12:27   #18
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Quote:
Originally Posted by Vezoth View Post
You guys are talking about PvP and the difficulty to play with other random people, that is the biggest problem to short and compeitive games like areans, HA, etc.

When you look at longer games that are random (FA and JQ) where you get on random teams with many people it's not really an issue.

The smaller and more compeitive places is where people are fusterated and angry at the pvp system.

The best way to fix it is by fixing it's how it works and that would be WHO you play with and how to get started. By making something extremely popular like GvG and give amazing rewards or cool armor sets (earned only from let's say how far up the ladder you are - to avoid people joining guilds to get the armor(like the gold capes) all you need to do is implement a system where your character would have to contribute so much or something along the lines, it would have to be reformatted obviously) or something else would get PvE players to want to get into PvP too. By making PvP just as popular as PvE you get everyone in GUILDS (who have friends etc.) that would PvP on a regular basis when asked. Then you don't need to deal with all this randomness crap that's irritating everyone like lack of players, title ranks, random groups, playing with bad players etc.

It's all about the structure. World of Warcraft has a good example of this. You have "Battlegrounds" which you can do random or with friends which is similar to FA and JQ. The only differance is "pre-made" groups get queued up with other pre-made groups, assuming PvP was that popular they could split the two groups. Then you have the guild mates who do Arena's together. It all forms around guilds or being a newbie in a guild and making friends.

If you want lots more players, and less irritating system. You need to give people a GREAT reward system and structure things around Guilds, not solo play or playing with randoms. The game is so dead it needs some motivation by ANET.
reward is arbitrary to the solution, players don't necessary like the reward, strongbox is the example

even you get all people in the guild, there will still be the elitism problem....because I agree to the post someone suggested that everyone is an elite...

and I can firmly say that nobody will teach any new player how to play pvp.. because the teacher himself is not competitive enough.....there is no qualification required to be a teacher...

and how can you make pvp popular as pve.. they are so different that the gameplay of 2 extremes are so wide in gw.....
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Old Aug 03, 2011, 01:02 PM // 13:02   #19
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The elite-ism isn't restricted to pvp its in pve too in fact any game where players team up has the same problem its just more blatant in GW.

Pugs are part of the problem and mixing everyone into the same area is the other part.

The pvp game should force players and teams that win a certain number of games to move up a tier leaving that area to those still trying to learn.
I do not know if it could be achieved in the current game but they should try.
It might work if the tier you play in depended on a pvp title track.

I cannot think of a negative aspect to the idea, we all start off bad at pvp those who learn the ropes fastest win more often and are then removed from the pool and forced to compete against each other away from the newbies.

Win a few more and your moved up again and so on, very experienced players would never get an easy match against newbies so if that is considered bad then tough get used to it.
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Old Aug 03, 2011, 02:30 PM // 14:30   #20
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points that I want to add is to encourage "move on" to a higher tier pvp..

say for example.. you don't need to finish whole pve things to move on to fa then play 10000 fa games to move on to ra... then play another 100000 ra games to move on to ca.. then another 1000000 games to HA etc.. go on

these all should be done by a less grinding structure in the lower form of pvp to earn such a title.. so that those player can move on to a higher form of pvp faster.....

sometimes I feel that gladiator 4 is already enough to be in ca....you don't need to be a g12..but in ha you may need a g8-9 or a codex 4-5 as a min requirement...

however player just do not move on from this format due to the fact that they need to grind them...

so....encourage competitive plays in pve, + adding more pvp titles + reducing grinding in lower form of pvp to encourage player to move on to higher form pvp ... can be done easily by anet to make the higher form of pvp more populate perhaps?
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